Ninja
A rogue class.
Requirements
Advancement
Ninja experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d6 |
| 2 | 1,250 | 2d6 |
| 3 | 2,500 | 3d6 |
| 4 | 5,000 | 4d6 |
| 5 | 10,000 | 5d6 |
| 6 | 20,000 | 6d6 |
| 7 | 40,000 | 7d6 |
| 8 | 70,000 | 8d6 |
| 9 | 110,000 | 9d6 |
| 10 | 160,000 | 10d6 |
| 11 | 220,000 | 10d6+2 |
| 12 | 440,000 | 10d6+4 |
| 13 | 660,000 | 10d6+6 |
| 14 | 880,000 | 10d6+8 |
| 15 | 1,100,000 | 10d6+10 |
| 16 | 1,320,000 | 10d6+12 |
| 17 | 1,540,000 | 10d6+14 |
| 18 | 1,760,000 | 10d6+16 |
| 19 | 1,980,000 | 10d6+18 |
| 20 | 2,200,000 | 10d6+20 |
Combat
Ninja THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 19 |
| 4 | 19 |
| 5 | 18 |
| 6 | 18 |
| 7 | 17 |
| 8 | 17 |
| 9 | 16 |
| 10 | 16 |
| 11 | 15 |
| 12 | 15 |
| 13 | 14 |
| 14 | 14 |
| 15 | 13 |
| 16 | 13 |
| 17 | 12 |
| 18 | 12 |
| 19 | 11 |
| 20 | 11 |
Ninja saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 13 | 14 | 12 | 16 | 15 |
| 2 | 13 | 14 | 12 | 16 | 15 |
| 3 | 13 | 14 | 12 | 16 | 15 |
| 4 | 13 | 14 | 12 | 16 | 15 |
| 5 | 12 | 12 | 11 | 15 | 13 |
| 6 | 12 | 12 | 11 | 15 | 13 |
| 7 | 12 | 12 | 11 | 15 | 13 |
| 8 | 12 | 12 | 11 | 15 | 13 |
| 9 | 11 | 10 | 10 | 14 | 11 |
| 10 | 11 | 10 | 10 | 14 | 11 |
| 11 | 11 | 10 | 10 | 14 | 11 |
| 12 | 11 | 10 | 10 | 14 | 11 |
| 13 | 10 | 8 | 9 | 13 | 9 |
| 14 | 10 | 8 | 9 | 13 | 9 |
| 15 | 10 | 8 | 9 | 13 | 9 |
| 16 | 10 | 8 | 9 | 13 | 9 |
| 17 | 9 | 6 | 8 | 12 | 7 |
| 18 | 9 | 6 | 8 | 12 | 7 |
| 19 | 9 | 6 | 8 | 12 | 7 |
| 20 | 9 | 6 | 8 | 12 | 7 |
Class abilities
Ninja abilities by level
What the class grants as it advances.| Level | Backstab | Rank |
|---|---|---|
| 1 | x2 | Genin |
| 2 | x2 | Genin |
| 3 | x2 | Genin |
| 4 | x2 | Genin |
| 5 | x3 | Genin |
| 6 | x3 | Chunin |
| 7 | x3 | Chunin |
| 8 | x3 | Chunin |
| 9 | x4 | Chunin |
| 10 | x4 | Jonin |
| 11 | x4 | Jonin |
| 12 | x4 | Jonin |
| 13 | x5 | Jonin |
| 14 | x5 | Jonin |
| 15 | x5 | Jonin |
| 16 | x5 | Jonin |
| 17 | x5 | Jonin |
| 18 | x5 | Jonin |
| 19 | x5 | Jonin |
| 20 | x5 | Jonin |
Kits
Stealer-In
The baseline expressed as a : no requirement, no benefit, no hindrance. One of the two kits a may enter the ninja class through.
Shadow Warrior
A fighter-leaning who passes as an ordinary warrior. The other of the two a may enter the ninja class through.
Benefits
- May specialize in weapons or martial arts: one at 5th , a second at 9th, a third at 13th, to a maximum of three (or two weapons plus one martial art).
Hindrances
- Specialization grants NO extra attacks — PHB Table 35 does not apply, and neither do fighter multi-attacks.
- ALL thieving skills start at 0%, and only 30 discretionary points are granted at 1st (the normal 30 per level applies after).
- Table 2 does not apply to a Shadow Warrior: every thieving skill starts from 0% rather than from the 's base score.
Intruder
The espionage and intrusion — the who gets into the place nobody gets into.
Benefits
- Every -based Rogue and General nonweapon functions at Intelligence +2, to a maximum of 18.
Hindrances
- Always on duty: two to three times the normal mission frequency, constant reporting, and recurring conflicts between clan orders and the character's friends.
Consort
The social-infiltration . A female Consort is a .
Benefits
- Every -based Rogue and General nonweapon functions at Charisma +2, to a maximum of 18.
Hindrances
- Long missions under a false identity, and a standing risk that someone from a past assignment resurfaces and recognises the . The DM decides when.
Pathfinder
The wilderness operator: the clan's eyes outside the towns, and its route-finder.
Benefits
- Tracking improves by +1 at 5th , +1 more at 9th and +1 more at 13th, cumulative to +3.
Hindrances
- Never gathers — the 10th- clan grant does not apply.
Lone Wolf
A clanless exile, or the survivor of a clan that was wiped out. Free, and alone.
Benefits
- No clan obligations and no superiors. The only who may OUT of the .
Hindrances
- No clan resources of any kind, and never any .
- Begins play with a powerful standing campaign enemy — the character's own clan if they were exiled, or the destroying clan if they survived a massacre — and an obligation to confront it at high .
Spirit Warrior
The magic-touched , who trades the 's breadth of weapons and armor for and a wizard's slow climb.
Benefits
- Water walking, from 5th : crosses smooth water for 10 yards per five levels per day, moving at 10 yards per (MV 1). An injury breaks it and the falls in. Blocked entirely while to a land of 6 or less.
- Spells, from 9th : the Illusion only, plus the () spells. Casting level is the ninja's level minus 8, so a 9th-level ninja casts as a 1st-level caster. Progression on Table 7.
- Gains the thief's scroll-use , which the itself does not grant.
- Pass through walls, from 13th : three of concentration (an interruption loses the power for the day), then through solid barriers at 1 foot per round for a number of rounds equal to the 's level. Still being inside the barrier when it ends means death inside it.
Hindrances
- Weapons limited to dagger, knife, tanto, yoroi-toshi, short sword, , staff, dart, blowgun and sling — the 's any-weapon access does not apply.
- Armor limited to leather or padded, and no shield.
- Advances on wizard experience costs (Table 8) while keeping d6 .
Notes
- Clan-based infiltrator-spy. Rank by : 1-5, 6-9, 10+.
- adjustments and backstab multipliers are the PHB thief's, reprinted unchanged by the book (Table 3 and the backstab ladder): dwarf +10 OL / +15 F,RT / -10 CW / -5 RL; halfling +5 PP / +5 OL / +5 F,RT / +10 MS / +15 HS / +5 DN / -15 CW / -5 RL. Backstab x2 at 1-4, x3 at 5-8, x4 at 9-12, x5 at 13+.
- Table 5 REPLACES the PHB armor-adjustment table for this . The shield row is cumulative with the armor row (footnote: chain + shield = -70 Climb Walls).
- Table 5 footnotes, as printed: ** the shield's Pick Pockets penalty is for shield-hand pockets only; *** the shield's Find/Remove Traps penalty applies to removal only, not to finding.
- replace thieves' cant — a per-clan sign and ideogram language. Another clan's signs are unintelligible, and the Detect Signing reveals that signing is happening, never what it means.
- NO scroll use. The thief's scroll is not granted; only the adds it.
- No ever. into ninja is limited to the Stealer-In and Shadow Warrior ; dual-class out is forbidden by the clans except for the Lone Wolf.
- Starting money: 2d6 x 10 gp, flat, regardless of clan wealth.
- At 10th () the clan assigns 2d6 blood-relative of 1d6 level each; half, rounded up, are and the rest carry a .
- as a rogue. Rogue, Warrior and General nonweapon groups cost the listed slots; any other group costs +1. The adds Wizard at no penalty.
- Clan status (Table 6, d20) is cosmetic: 1-2 nonperson, 3-6 merchant, 7-10 artisan, 11-18 farmer, 19-20 samurai. It sets the naming convention and nothing mechanical.